wulf:WOW 50 more single player missions!!!! You do not stop amazing us.Thanks ! Out of curiosity, what do you have planned for this amazing Master piece, in future updates ?If you can say.

Future Improvements

There is a lot content i can introduce. But i only introduce things from what i know not touching original ingame balance and physics. I would like to keep it still in the original manner. Here a little list of what is on my mind:

My MechCommander content folder for Modding is 10GB of size at the moment. There are also files i never touched or looked into deeper - so you can be excited for more ongoing support and update-packages for MCG-DH v3.0. Look into my older development threads for more (some things still not introduced:

After introducing more than 230 additional missions (containing ~6.000 files) for all game features there are still unused mission files left. In total I have about 3.000 files that didn't got introduced by me yet. There is a hand full of Vanilla Version files that seemed to be unused / ignored by original game. I'm working on sorting these and testing the files one after another. If it's usable and working I will introduce them. Cause of the mass of files I've got I'm still putting them into an order and separating files that are related to each other. There are missions for all game features (sp, solo & mp) left to introduce. There are stil approximately 70-100 different maps that could be introduced.

New missions

Last but not least I'm working on my own missions to introduce them into existent campaigns making them larger with new story coming up after regular campaigns ends.New storyIntroducing new story. View prelude!

for example options where you can play:campaings with mixtech available for playercampaings with all 12 slots available for every mission

can be done with a savegame for first missions with those changes applied.

vehicles included, of course...and will be nice if vehicles can be repaired in future.I mean...there exist biuldings for this " Vehicle repair bay" but have no function...also, Refit Truck could repair them too.

* vehicles repair option is not a part from fun modes...its and idea for game improvement.

@splina: in order to make mixed tech available for whole campaign all purchase.fit files for campaigns needs to be updated. Technically mixed tech is possible to use already now in existent campaigns. This means I have created a master purchase which is extended and includes working mixed tech. In comparison to original version changes in purchases work in MCG-DH when mission purchase files get updatet. To make it work in the first mission savegame start0.pkk files need a little file update too. I would like to see another hobby modder making things like that. With the extracted purchase files I offer in download section you can make changes on mission purchases yourself and put edited purchase fit files into games missions folder to make them run in-game. But maybe I will make it later when I'm in the mood to change 95 purchase files.

Vehicles:

There are some major problems that need to be solved before that can be done:

- vehicles vanish after missions

- unit limit is 50

- vehicles are not salvageable

These problems are affecting each other in multiple ways.

Making vehicle repair bays that can really repair vehicles is next problem. I think I could implement this but I actually don't know if it's possible to do with abl scripting only or if maybe the whole structure needs to be changed in its core files. I guess no one ever tried that.

It is easy to make changes for certain units and it's settings. The question is which files uses game at least and where are related files stored... confused_shelf may have more knowledge maybe he shows up and enlighten us. When not its same like above with purchases - when I'm in mood I may try to focus on that topic. But it's really changing in-game physics then - there must be more thoughts made about how this affects in-game physics.

@dashi1: I would like to have detailed ideas for each mission and story part. Well I have many ideas but I'm focussing on another story part to be made right now. For mystique story a detailed scenario script would be useful. Physically can be done sure.

well the thing is any mission that starts with "Mystiques log" seems to want to be seperate mission chain ( currently everything carries over mission to mission even though it doesnt make sense), it just doesnt have the seperate mechs / shop / pilots implimented for it. the only thing you would have to add would be an extension to a mission showing mystiques betrayal.

I don't know if that got noticed but: all mission briefings of both campaigns will be updated to make story match with mission order. That will be done when new missions get introduced. So actually the old mission briefings of course cause logic errors when you try to compare it with current mission order. I guess the mystique betrayal I may edit and make another story setup of it.

But as I've told in other threads the mission briefings will be updated. Maybe we talk about that then. When you have ideas how to... just feel free to point it out.

for example options where you can play:campaings with mixtech available for playercampaings with all 12 slots available for every mission

can be done with a savegame for first missions with those changes applied.

vehicles included, of course...and will be nice if vehicles can be repaired in future.I mean...there exist biuldings for this " Vehicle repair bay" but have no function...also, Refit Truck could repair them too.

* vehicles repair option is not a part from fun modes...its and idea for game improvement.

Another vote for this: especially the first point.

One of my favorite mods/hacks for the original game is a saved game (I still have it. It is a part of a three-pack of saved games called Mixed Teams which had: Clan in PA, Full IS in PA, and Merc in PA save games) that allowed you to play with all Clan mechs in Port Arthur (sadly, these did NOT carry over into the Cermak/Desperate Measures portion of the game. I would have liked to have used them there too.).

Would love to have all slots open for every mission (Maybe I don't want to use a Madcat for the mission, maybe I want to use three Commandos instead - not really, but you get the idea)

Repairing vehicles would be a nice option. Wouldn't the vehicle repair bays work the same way as the Mech repair bays? Only, just for vehicles, of course.

Something I never could understand about the original game - why can't vehicles be brought back - the same as mech - and be used again? It always seemed like a waste to me to have to throw them away like that. (Probably the one main reason I rarely even use vehicles in the game unless forced to, like in the rescue Paingod/Masakari mission.)

I'd love to bring back the ability to target specific 'mech parts. I know you could do it in the original (it's on the keyboard layout included with the original game) but any time I try it now my 'mechs won't even fire.

It's a big deal early on in the game when you're trying to salvage as many 'mechs as possible to upgrade your command but it becomes less important as the game goes on. Still it's something I'd love to see brought back, especially since it was a part of the original game.

This is easy: Point with mouse on the target you want to shoot - then use one of the num-pad numbers (8 for head for example) - the aiming cross will change color to yellow - you now click on the target - your mech group will stop moving and firing now - but if you just give them a waypoint now or send them directly into ANY direction - they will start to fire on target aiming the specific mechpart you have chosen by numpad. Really easy but needs a bit training and skill to be effective and fast enough to kill on a lucky first shoot.Sometimes some mechs are out of maximum shooting range when you give the order - it happens from time to time that they wont even start firing while coming into shooting range - best way then is to just choose them and repeat the order below - then they WILL start firing immediatly when starting to move on.

Not more complicated then buying weapons before starting counter strike or any other ego-shooter with prepareable weapons and items before starting after respawn/gamestart. It´s a left/right handed action combo that shows your enemy that you know your possibilities and using them fast guarantees some nasty loots on the battlefield. A mech without head is cheap to repair, gives higher selling price and allows efficent usage for own purposes.

****CLASSIFIED COMMUNIQUE****Commander, as I stated in the vidcom, I am canceling your orders to return home. I know thisis very tough on morale—you and your men deserve some R&R after your distinguished servicein the attacks on the Clan Homeworlds. But I know that you understand the need to finish thejob: to eliminate this threat to the Inner Sphere once and for all. On a positive note, Battalionhas sent some new ’Mechs and weapons your way that should help bolster spirits some.•Three new Inner Sphere ’Mechs and the specifications for three new Clan ’Mechs.•Six new vehicles.•Five new weapons.•The waypoint feature.•The ammo conservation fire command.•Difficulty level settings.•Fire support mission hotkeys (for large and small artillery, sensor probes,and camera drones).In addition, Commander, keep your troops at combat readiness with Mission Editor. Createnew solo or multiplayer missions on either Port Arthur or the latest battlefield, Cermak.Mission Editor includes:•Terrain, overlay, and building palettes for maximum geographic and structural flexibility.•Toolbars that allow you to manipulate your map in a variety of ways.•Unit and vehicle palettes through which you can detail variants, orders, speed, and colors,to name a few.•Objectives tools through which you can mastermind a scenario and play it out.Good Luck and Good Hunting,Colonel Reese

When you have forgotten more tactical details. The tactical information from the manual may help to remember ur ingame potential. The pages 26-33 containing the most useful ingame tactical stuff.